#version 330 core
layout (location = 0) in vec3 aPos;
//layout (location = 1) in vec2 aTexCoord;
layout (location = 1) in vec3 aNormal;

//out vec2 TexCoord;
out vec3 FragPos;
out vec3 Normal;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    FragPos = aPos;
    Normal = aNormal;
    //Normal = mat3(transpose(inverse(model))) * aNormal;// for scaling use
	gl_Position = projection * view * model * vec4(FragPos, 1.0f);
	//TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}